Cherreads

Chapter 213 - Chapter : 211 : 3 Endings

After class, during the drive home, and while reviewing the work report, this had become John's routine for quite some time. Moreover, during lectures, John listened intently to several of the instructors. Many concepts he had never considered before now became clear. By comparing the lessons with fragments from his memories, John gradually realized that those images which once appeared overwhelmingly powerful were actually constructed in a deliberate way.

If he had to use an analogy, the former John was like a foodie. The scenes in his dream memories were akin to carefully crafted dishes. Through tasting and comparing, John could distinctly identify which dish was delicious, and even pinpoint exactly where the flavor was most satisfying.

But if asked to analyze why the dish was prepared in that particular way, he would have to figure it out slowly. For example, if a plate of a dish were placed before him, he could confidently identify the ingredients used.

Yet, when questioned about the reasons behind those choices or why specific ingredients were selected, he couldn't clearly explain. All he knew was that the dish tasted good. He didn't understand which ingredients enhanced the flavor or which contributed to freshness and balance.

However, now, when it came to the scenes in his memories, the camera angles, the visual effects, the shocking imagery, John could finally grasp the reasoning behind them. Although he still lacked the technical skill to execute such techniques himself, at least he understood why they were implemented in that particular way.

The most surprising discovery for John was that he had identified a problem. Luna seemed to have invested all her skill points into directing ability. Despite taking the same courses, studying the same materials, and even referencing his memories for analysis, he still scored lower than her on the theoretical exams.

In the evening, the dog was joyfully chased out of the bedroom as Luna and John played around. Afterwards, John returned to the bedroom carrying his laptop.

Koch had already sent him the complete version of Red Alert: World War via email. At the same time, the expansion content had also passed review by the relevant departments.

Unexpectedly, the game had received a 17+ rating. Although there were no explicit scenes or graphic depictions that would cause blushes or accelerate heart rates, it was still a game centered on modern history. Moreover, its historical background was a reinterpretation rather than a strict adherence to orthodox history. Therefore, the 17+ rating was within John's expectations.

The main storyline had been largely finalized. Spanning from the beginning to the end of World War II, this would serve as the core narrative of Red Alert: World War. Players would control the Axis Powers, portrayed as villains seeking global domination.

However, after completing this route, players would unlock a second, darker storyline, the Allied route, which would become even more significant.

In the Allied storyline, players would learn that Adolf, the leader of the Axis Powers who ignited the war, was merely a pawn manipulated by a mysterious organization. This group had mastered a strange artifact known as the Golden Apple, and after their plans collapsed, they vanished without a trace.

Additionally, beyond the standard ending of defeating the Axis, the Allied route could trigger two more endings if certain conditions were met.

One was the ending titled Wasteland and Hope. After the player's forces defeat the Axis, fulfilling hidden conditions would unlock the "World Nuclear Peace" ending. In this scenario, as the remaining Axis forces retreat, they launch nuclear weapons. In response, the Allies retaliate with a nuclear strike, plunging the world into a barren wasteland.

The player would then encounter the Egg Ending. Countless years later, humanity, having survived in underground shelters, would emerge to find nuclear radiation had obliterated civilization and spawned terrifying monsters. Nearly a century had passed, yet radiation still lingered, making the surface uninhabitable. Humans could only venture above ground briefly; once radiation levels exceeded lethal limits, death was inevitable.

In this devastated world, the survivors scavenged remaining resources and eventually built a time-space machine. With it, they sent one of their strongest warriors back into the past, hoping to save civilization.

However, an accident occurred. He did not return to his original timeline but instead entered an entirely different parallel world. This second special ending depicted an alternate future.

After the player led the Allies to victory, the two major powers, United States and Soviet Union, entered a decades-long Cold War, vying for global dominance. This marked the true start of the Cold War era. This storyline extended the Metal Gear universe.

As for the other endings, plans for additional games were in development, but John wasn't yet ready to fill those narrative gaps. Instead, he looked forward to players gradually exploring this vast universe and experiencing the shocking truths hidden beneath the surface.

Through the code, John randomly selected several levels for a practical test run. This inspection was mainly to observe gameplay effects. The specialized QA teams already handled bug detection and technical issues. If John happened to stumble upon serious bugs in the version he reviewed, he would seriously question whether those responsible deserved to stay at PixelPioneers Games.

"Hand it over to operations. Prepare for launch," John said after a brief test, calling up the final cutscene animation through the code. He nodded lightly and gave Koch a definitive response. He also skimmed through the development logs and related documentation. Overall, he had a clear understanding of the game's condition.

PixelPioneers had moved remarkably fast. Once John approved the project, the operations department immediately began promoting the game across various channels.

The Axis storyline would be available for free, including multiplayer modes featuring special nations like Poland and Italy. Players could unlock additional content by completing specific tasks.

The difficulty level was designed to be accessible. Skilled players could efficiently use limited resources to unlock content after just two or three attempts. For less experienced players, unlocking everything would take longer but was still achievable.

Beyond multiplayer units, the Allied storyline also required unlocking. Players could choose to either achieve high scores during the Axis campaign or pay to unlock content directly.

The system was consistent: with enough skill, players could unlock everything in one or two runs, or even a single try. Those less adept could grind patiently or spend money to strengthen their forces.

More Chapters